// Dear ImGui: standalone example application for SDL2 + OpenGL
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)

// Learn about Dear ImGui:
// - FAQ                  https://dearimgui.com/faq
// - Getting Started      https://dearimgui.com/getting-started
// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp

// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_sdl2_opengl3/ folder**
// See imgui_impl_sdl2.cpp for details.

#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_opengl2.h"
#include <stdio.h>
#include <SDL.h>
#include <SDL_opengl.h>
#include "ContentPresenter.hpp"
#include <iostream>
#include <io.h>

const char *MSYHTTC_FILE = "Assets/Fonts/msyh.ttc";
const char *APP_ICO_FILE = "Assets/images/app128x.bmp";

// Main code
int main(int, char **)
{
    // Setup SDL
    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
    {
        printf("Error: %s\n", SDL_GetError());
        return -1;
    }

    // From 2.0.18: Enable native IME.
#ifdef SDL_HINT_IME_SHOW_UI
    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif

    // Setup window
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
    SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
    SDL_Window *window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
    if (window == nullptr)
    {
        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
        return -1;
    }

    if (!access(APP_ICO_FILE, 0))
    {
        SDL_Surface *iconSurface = SDL_LoadBMP(APP_ICO_FILE);
        auto error = SDL_GetError();
        if (iconSurface != nullptr)
        {
            SDL_SetWindowIcon(window, iconSurface);
            SDL_FreeSurface(iconSurface);
        }
    }

    SDL_GLContext gl_context = SDL_GL_CreateContext(window);
    SDL_GL_MakeCurrent(window, gl_context);
    SDL_GL_SetSwapInterval(1); // Enable vsync

    // Main loop
    bool done = false;
    auto content = PokerBoxControls::ContentPresenter("ContentPresenter");

    // Setup Dear ImGui context
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO &io = ImGui::GetIO();
    (void)io;
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;  // Enable Gamepad Controls
    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;     // Enable Docking
    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;   // Enable Multi-Viewport / Platform Windows
    // io.ConfigViewportsNoAutoMerge = true;
    // io.ConfigViewportsNoTaskBarIcon = true;

    if (access(MSYHTTC_FILE, 0))
    {
        std::cout << "The Font file " << MSYHTTC_FILE << " is not exists." << std::endl;
        done = true; // 设置为 true 后走正确的资源释放流程
    }
    else
    {
        std::cout << "The msyh font is loaded." << std::endl;
        io.Fonts->AddFontFromFileTTF(MSYHTTC_FILE, 16.0f, nullptr, io.Fonts->GetGlyphRangesChineseFull());
    }

    // Setup Dear ImGui style
    ImGui::StyleColorsDark();
    // ImGui::StyleColorsLight();

    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
    ImGuiStyle &style = ImGui::GetStyle();
    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
    {
        style.WindowRounding = 0.0f;
        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
    }

    // Setup Platform/Renderer backends
    ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
    ImGui_ImplOpenGL2_Init();

    // Load Fonts
    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
    // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
    // - Read 'docs/FONTS.md' for more instructions and details.
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    // io.Fonts->AddFontDefault();
    // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    // ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
    // IM_ASSERT(font != nullptr);

    // Our state
    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    while (!done)
    {
        // Poll and handle events (inputs, window resize, etc.)
        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            ImGui_ImplSDL2_ProcessEvent(&event);
            if (event.type == SDL_QUIT)
                done = true;
            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
                done = true;
        }

        // Start the Dear ImGui frame
        ImGui_ImplOpenGL2_NewFrame();
        ImGui_ImplSDL2_NewFrame();
        ImGui::NewFrame();

        // content.Render();

        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
        // if (show_demo_window)
        //     ImGui::ShowDemoWindow(&show_demo_window);

        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
        // {
        //     static float f = 0.0f;
        //     static int counter = 0;

        //     ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.

        //     ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
        //     ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
        //     ImGui::Checkbox("Another Window", &show_another_window);

        //     ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
        //     ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color

        //     if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
        //         counter++;
        //     ImGui::SameLine();
        //     ImGui::Text("counter = %d", counter);

        //     ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
        //     ImGui::End();
        // }

        // 3. Show another simple window.
        // if (show_another_window)
        // {
        //     ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
        //     ImGui::Text("Hello from another window!");
        //     if (ImGui::Button("Close Me"))
        //         show_another_window = false;
        //     ImGui::End();
        // }

        // Rendering
        ImGui::Render();
        glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
        // glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
        ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());

        // Update and Render additional Platform Windows
        // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
        //  For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
        {
            SDL_Window *backup_current_window = SDL_GL_GetCurrentWindow();
            SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
            ImGui::UpdatePlatformWindows();
            ImGui::RenderPlatformWindowsDefault();
            SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
        }

        SDL_GL_SwapWindow(window);
    }

    // Cleanup
    ImGui_ImplOpenGL2_Shutdown();
    ImGui_ImplSDL2_Shutdown();
    ImGui::DestroyContext();

    SDL_GL_DeleteContext(gl_context);
    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}
